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software:appbuilder:userguide [2017/10/26 12:30]
admin [Build Targets]
software:appbuilder:userguide [2017/10/29 09:28] (versione attuale)
admin
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---- TO BE CONTINUED ​---+==== Plugins ==== 
 +Your application may need one or more plugins to work, and each supported platform has its own plugin version. 
 +Moreover the position where the plugin must be copied is not the same for OSX application boundles. 
 +If you are used to develop application for all Hollywood supported platforms you know the pain when you need to prepare the distribution packages. 
 + 
 +AppBuilder make all of this a joke because all available plugins are listed in the middle lower section of the interface, you only have to select which plugin to include and AppBuilder will do the rest at building stage. 
 +If you have selected a plugin not available for a platform you have selected as a target, during the build process, a requester will alert you, but the building will not be interrupted. 
 + 
 +Just selected the plugin your application uses and at build time they will be copied into the appropriate folder. 
 + 
 + 
 +==== Resources ==== 
 +Your application may need some resource files like images, sounds, databases, that are needed at runtime. You have to include this data in the distribution packages the let your app make use of it. 
 + 
 +Here is an example: 
 +Suppose you are devolping a game that uses the following resources:​ 
 +C:/​Development/​MyGame/​Graphics/​ 
 +C:/​Development/​MyGame/​Sounds/​ 
 +C:/​Development/​MyGame/​Maps/​ 
 +C:/​Development/​MyGame/​levels.dat 
 + 
 +In a manual build process you should copy the folders Graphics, Sounds and Maps, along with the file levels.dat where your executable has been compiled. This must be done for every platform you wish to compile for. 
 + 
 +This section helps a lot to accomplish this task because you have to tell APPBuilder what to include in your distribution and at build time AppBuilder will take care of copying the contents in the right position, including OSX application boundles management. 
 + 
 +As you can see, at the bottom side of the resources area, you have three buttons you can use to add files, to add folders (and their contents) and to remove entries from the resources list. 
 + 
 + 
 +==== External Data ==== 
 +External data is anything you want to distribute with you application but that's not needed bvy the application to run, an example could be a readme.txt file and documentation files. 
 +All files and folders you will include into this category will be packed outside the application folder for easy accessibility by the final user. 
 + 
 +Like what you have seen for the resources area, you have two buttons to add files and folders in the external data group and a button to remove a previously selected entry. 
 + 
 + 
 +===== Building Your Apps ===== 
 +When you have finished to setup a project to build, or you have recalled one with the LOAD button you can hit the BUILD button to build your application with the appropriate plugins and application data (both resources and external data). 
 + 
 +Here the file structure generated by the building process: 
 +''​ 
 +[ build folder ] 
 +  | 
 +  +--- [ build date and time ] 
 +          | 
 +          +--- [ platform name ] 
 +          |       | 
 +          |       +-- [ external data ] 
 +          |           [ application folder ] 
 +          |              | 
 +          |              +--- [ application executable ] 
 +          |                   [ application resources ] 
 +          |                   [ plugins ] 
 +          +--- [ platform name ] 
 +          ... 
 +''​ 
 + 
 +The above chart is for all platforms excluding the MacOS X because this system needs a particular folder structure called App Bundle and it is listed below: 
 + 
 +''​[ build folder ] 
 +  | 
 +  +--- [ build date and time ] 
 +          | 
 +          +--- [ platform name ] 
 +          |       | 
 +          |       +--- [ application folder ] 
 +          |               | 
 +          |               +--- [ external data ] 
 +          |                    [ application boundle ] 
 +          |                       | 
 +          |                       +--- [ Contents ] 
 +          |                               | 
 +          |                               +--- [ MacOS ] 
 +          |                               ​| ​      | 
 +          |                               ​| ​      +--- [ plugins ] 
 +          |                               ​| ​           [ application executable ] 
 +          |                               +--- [ Resources ] 
 +          |                                       | 
 +          |                                       +--- [ application resources ] 
 +          +--- [ platform name ] 
 +          ... 
 +''​ 
 +AppBuilder will manage for you MacOS X app bundles without any efforts from you. 
 + 
 + 
 +===== Your First Project ====== 
 +Let's see how you can use AppBuilder to manage (and build) a project. 
 + 
 +First of all create an Hollywood script, when you have completed your script and you are ready to build your packages, open AppBuilder and click CLEAN button to clean-up all the available fields. 
 + 
 +**DESCRIBE YOUR PROJECT** 
 +  * Give your project a name 
 +  * Select the main source code of your application 
 +  * Set the executable name and the path where AppBuilder should build the packages 
 +  * Select an .info icon if you are targetting also Amiga-like systems (optional) 
 +  * Type some notes about your project (optional) 
 + 
 +**SELECT THE BUILD TARGETS** 
 +  * Push down the switches that identifies your target platforms 
 + 
 +**SELECT THE NEEDED PLUGINS** 
 +  * Push down the switches that identifies the plugins used by your application 
 + 
 +**SPECIFY APPLICATION RESOURCES*** 
 +  * Add any data file and/or folders used as resources by your application 
 + 
 +**SPECIFY EXTERNAL DATA*** 
 +  * Add any data file and/or folders used as externat data 
 + 
 +**OPTIONS** 
 +  * Chose if the executable must be compiled using the -compress flag to produce a reduced in size executable (switch COMPRESS) 
 +  * Chose if you want to pack each platform builds into a single zipped archive (switch PACK) 
 + 
 +**SAVE YOUR APPBUILDER PROJECT*** 
 +  * Hit SAVE or SAVE AS button to save this project if you plan to build again your just created project 
 + 
 +**B U I L D !** 
 +  * Hit the BUILD button and wait for the process to be completed 
 + 
 +During the building process you will see a window showing the progresses and, depending on your 7zip version, a window showing the packing progresses. 
 +You can also get some messages while building, for example if you are trying to use a plugin that is not available for a target platform a requester will warn you about this problem but the build process will not be stopped to allow all your selected targets to be built despite the one having problems. 
 + 
 +Once you have updated your Hollywood program and are you ready to compile a new version just launch AppBuilder, LOAD your previously saved project, adjust it adding/​removing resources, externale data, plugins, and so on... SAVE it and BUILD. 
 + 
 +You will became more productive using this tool and you will reduce risks to forget out of the package plugins or application data, or even to distribute with your application a plugin for the wrong target platform. 
 + 
 +That's all!
software/appbuilder/userguide.txt · Ultima modifica: 2017/10/29 09:28 da admin
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